Jinkin
Creature 1 — fey, gremlin
Jinkins are sadistic tinkers who steal and sabotage items and take great pride in their power to curse precious objects. They hold grudges and create convoluted plans for revenge when they feel slighted, such as when a creature dares to remove one of their curses. Rarely content to wreak simple mayhem, jinkins also take immense pleasure in torture and murder, though they prefer to lead victims into traps designed to capture or incapacitate rather than just kill them outright. Deep pits are a pre
Source: pathfinder-monster-core
Perception +7
Skills acrobatics +7, crafting +5, deception +5, nature +5, stealth +7, thievery +7
Str
-2
Dex
+4
Con
+0
Int
+2
Wis
+2
Cha
+2
AC 15
Fort +6
Ref +10
Will +7
HP 19
Weaknesses cold-iron 2
Speed 30 feet
Offense
Melee Shortsword +9, Damage 1d6-2 piercing
Abilities
Sneak Attack — The jinkin deals 1d6 extra precision damage to Off-Guard creatures.
Tinker (curse, primal) — A group of six jinkins can work together for an hour to imbue an item with a curse at a range of 60 feet. While this process is lengthy, it's also unobtrusive and can be performed while Hiding. Jinkins prefer to use this ability on magic items. The curse makes the item unreliable (DC 5 Flat check or waste any action to Interact with or Activate the item), adds a bizarre requirement to use the item, or imparts some other curse of a similar caliber.
Spells
Prestidigitation (rank 1)
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